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I have implemented a rather easy to use Crtl+f function in my walkthrough.Just press Crtl+f and enter the letter code of the section you are looking for. Quite simple, no? I recommend copying and pasting the code instead of tryingto type it, as some codes look very similar. I also find it works better and easier if you just copy+paste the codes.

Welcome to tinfoilman's FAQ/Walkthrough for the Nintendo DS game, Worms Open Warfare 2! Glad to see you picked up such an excellent game, the latest in the series from Team17. This quirky little title is a gigantic step up from its predecessor, the original Open Warfare. Its also almost as good as the PC editions, except its portable. This walkthrough will help you get through the tough points in the game, in the Campaign mode, the Laboratory mode, even if you are having troubles with the editor modes or with one of the weapons. Just a note, this guide does not, NOT, contain any info on the puzzle mode, which has already been covered in previous faq's. I might add one in later. Enough talking, let's get into the nity-gritty of the FAQ.

Are you sure your ready to tame the beast that's known as the campaign mode? Ok, maybe it isn't that impossible. But I still recommend completing all the tutorials, and maybe heading to the shooting range a couple of times to get used to the weapons. But, if by now your a Worms veteran, good luck, and here it is: The Campaign Mode Walkthrough!

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(AABBB) - Mission One:

The first mission. This one is quite easy, in my opinion. I got it on my first try, but if it takes you a couple, don't worry. Get your first worm of his flag, to where the enemy is standing. Drop a dynamite to the left of the enemy and move on to the hook. He should drop to about 30-40 damage. On your next turn, lob a grenade at the enemy. If you don't kill him, continue this process until you get to the first worm, where you can fire punch him.

(AABBC) - Mission Two:

On your first turn, drop down into the hole in front of you. Drop a dynamite, and get as high up as you can. The enemy should perish from this. On your next turn, move towards the remaining Pirate, and fire punch him, winning you the match.

(AABBD) - Mission Three:

With your first worm, send the enemy in front of you flying with a firepunch, vanquishing the foe. On your next move, grab the health pack, then head right, ignoring the tunneled foe. Use a bazooka on the worm beside the oil-drum, killing him or leaving him near dead. If he survives, he will kill your next with a bazooka shot. Skip go with your fourth worm. The tunneled worm will now teleport to the ledge the first worm was on. Knock him off with your first worm, with your weapon of choice. With the second worm, dispose of the previously tunneled worm, with a uzi or dynamite. If you haven't done so before dispose of the second enemy worm, completing a victory!

(AABBE) - Mission Four:

Grab the health pack to your left. Return to the right, hopping over the mine, not setting it off. Firepunch the enemy into the mine, and he will surely die. With your second worm, move to the left, and with your weapon of choice, being wary of the mine, dispose of the next worm. Ninja rope over with your third worm, and drop a dynamite, evacuating before it explodes. Another win!

(AABBF) - Mission Five:

ARRR!!! It'd be time to deal with Captain Plank! To start off, place a girder facing 45 degrees to the left (like this: \), just above and to the right of your worm. Hide under it for now. On your next go, backflip up the girder, grabbing the blowtorch, and backflip onto the anchor top, grabbing the jetpack. Using the jetpack, move up and grab the next utility grate (rope) and up to the next, another blowtorch. Use on of your blowtorches to burrow into the circle area, where another blowtorch crate lies. On the next turn, blowtorch out, grab the jetpack, and advance as far as you can leftward before time runs out. On your final turn, jetpack up, grabbing the dynamite and girder along the way, and reach the top of the barrel where the cap'n lies. Drop a dynamite onto him, and flee to the right. He be sleeping with the fishes now! You are now finished the Pirates missions! Great job!

Move to the left, collecting the dynamite crate. Get onto the pirate flag, and lob a grenade at the nearest foe, retreating during your five-second getaway. With your next worm, move left, and jetpack to the closest enemy, and put a shotgun bullet in him, finishing him off. Shoot the oil drum nearest to Sandbag after. Grab the utility crate near your final worm, and rope over to the ladder area. With your second worm, put some uzi bullets in the foe, and he should fall into the gap between the flower. Jetpack over with your other worm, and drop a dynamite beside the enemy. Victory!

(AABBH) - Mission Seven:

Climb up the sword. Jetpack over to the right, grabbing another jetpack and a homing missile. Use another jetpack, this time going up and to the right, and grab a sheep and a utility crate. Climb up the slope to Dog Tag, and fire punch him off the ledge. He should die from the damage and fall damage. Using jetpack, get your other worm beside their next worm, Latrine, and fire punch him as well, fleeing to shelter. On your next turn, with your first worm again, parachute down (if the wind is facing left), and lay a dynamite by Sandbag, fleeing before it explodes. Hopefully your second worm can survive an aerial strike, and if he does, use fire punch to finish Latrine off. On your final turn, use fire punch once more to finish Sandbag off, claiming you a match.

(AABBI) - Mission Eight:

Using your ninja rope, get to the ledge above your first worm, and grab the jetpack. Use it to go beside Dog Tag, and fire punch him into the drink. Drop your second worm down to grab the rope crate, and jetpack all the way to your first worm, and place a girder at a 45 degree angle facing left (Like this: \). Skip go with your third worm, and on your first worm's turn, backflip up the girder, and drop a grenade down the hole, retreating. Hopefully one of your worms survives the air strike, blowtorch into his burrow. Skip go with your third worm (the one on the flag) and on your next turn, drop a dynamite down into Latrine's hole, finishing him off, for another winning mission for you!

(AABBJ) - Mission Nine:

With your first worm, progress through the previously blowtorched tunnel, and lay a dynamite on the nearest victim worm, retreating into the tunnel. On your next turn, test out your bazooka on the closest victim, Sandbag. With your next worm, finish off Sandbag with a well-placed shotgun bullet, and use the other bullet to pick off an otherwise-dangerous oil drum. Retreat into as much cover as possible. With your first worm, finish off Latrine, with any weapon of your choice. As your final turn, jetpack up near Trench, and send him swimming with a fire punch. Game over for them Soldiers!

(AABBK) - Mission Ten:

Its time to face off with the "boss" of this level: Sargeant! Good think we have a sheep with us, as he has 350 health points!!! Move right, over the cannon thing, and hit him with a grenade. On your next move, move all the way left, onto the boot, and fire a bazooka at him. Hopefully your first worm survives one more attack, and unleash a sheep upon him, bringing him down to around 220-240 health. Use a bazooka again on the Sargeant, and on your next turn, lob a grenade at him, and hide behind the boot. Once he falls lower, and a path to the lower level opens, fire punch him, then drop to the lower level, sacrificing a few health. From here on, fire bazookas until he is toast!

Note: This level is the toughest to date so far, so don't fret if you don't get it first try. My strategy might not always work for you, so you can try alternative strategies. Best of luck to you!

Good job on completing the World War I missions. Now, onto the World War II missions!

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(AABBL) - Mission Eleven:

Lob a well-aimed grenade into the enemy above your first worm. Backflip onto the next ledge, and lob another grenade, this time into Tally-Ho's area. Retreat as close to that wall as possible. With your third worm, lay a dynamite to the left of Good Show, and retreat to the left wall as far as possible, taking minor damage from the explosion, but sending Good Show flying! Back to your first worm, ninja rope up if you have an opening, and use a shotgun to finish him off; otherwise, lob another grenade in their, finishing off Chocks Away. Retreat to as close to the cannon part as possible. Jetpack into Tally-Ho's burrow on your next turn, and place a couple shotgun bullets in him, terminating your foes!

(AABBM) - Mission Twelve:

Knock Tally-Ho into the drink by firing a bazooka sort of behind him, so he flies forward, into the wall, bouncing into the drink. Retreat under your tunnel. Move quick with your second worm. Ninja rope up to the weird object, grabbing the airstrike on the way. Quickly use the airstrike onto the far worm to send him into the drink. By this turn, What What will probably have killed your first worm, so with your second worm, and now only worm, start lobbing grenades at him, until reinforcements have arrived. Then, use the homing missile to finish him off, and if you miss, start blowtorching through the landscape below the tire. Once you have a full tunnel, walk down, and finish What What off with what what? A bazooka.

(AABBN) - Mission Thirteen:

Jetpack up with your first worm. Grab the bunker buster, and jetpack back to where you started. Aim the bunker buster at What What, finishing him off. On your second worms turn, use the shotgun to finish the tunnel, and, setting off the mine, waste the other, and retreat away from the foe. With your final worm, ninja rope up and dispose of Chocks Away, and retreat as far as possible. With your first worm, jetpack up to Good Show, and fire punch him into the drink. (Note: If you can only make it to Tally-Ho, dispose of him in similar fashion, but it makes your life easier if you dispose of Good Show with your first worm. I'd consider restarting if I didn't get to Good Show, as it doesn't take too long to get to that point) As your final turn, use your second worm to dispose of Tally-Ho, this time with a dragon ball. Victory!

(AABBO) - Mission Fourteen:

Jetpack beside What What, and, using a fire punch, nail Chocks Away, sending him into the drink. Stay on What What! On your next move, grab the item crate and jetpack up to the ledge that Good Show is on. Get to the top, and use a shotgun to send him into a mine below. Moving quickly, clamber over to the black cannon, and use the other bullet on Tally-Ho. (Note: If you don't kill Good Show with your first bullet, use your other on him) Use your dynamite next turn on What What. Set up a Sentry Gun by Tally-Ho next turn, which should stop him from travelling far. With your first worm, send What What flying with a fire punch, into the pond. Skip go with your second worm. With your first worm again, set a mine by Tally-Ho, finishing him off.

(AABBP) - Mission Fifteen:

Halfway through the campaign! Its time to face-off against the Aces' boss, Squadron Leader! Move quickly! Select your parachute and move right, parachuting off. Move over the speaker system and parachute downwards again, and twice more after that, grabbing the health pack along the way. Collect the blowtorch by moving up the slope, and use it to enter the bunker, grabbing all the goodies. If by chance, the foe doesn't kill your second worm, use your newly-accquired dynamite to send him into the water. If not, exit the bunker through the same way you entered, and use your jetpack (which has unlimited fuel) to reach the summit, using your dynamite to send Squadron Leader packing! Sweet, sweet victory!

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(AABBQ) - Mission Sixteen:

Brr! Get used to this frosty landscape! For the next five missions, this cold land is your home! From the ledge, drop a dynamite, and it'll land right by Sputnik, who may survive sometimes. Ninja rope down to Curtain, and kill him with some shotgun bullets (don't worry too much if he has a couple health left). Ninja rope down with your first worm, and put some shotgun bullets in Hammer. Jetpack over with your other worm (or finish off Curtain) and shotgun Hammer to his unfortunate (not really) doom. Dispose of Hammer, if you haven't already, with your method of choice. Its now 2 on 1. Jetpack with your current worm and fire punch him, dropping down off the ledge afterwards. Jetpack with your other worm onto the same ledge, and finish off Sickle. Another match claimed!

(AABBR) - Mission Seventeen:

Parachute down, grab the health pack, and firepunch Hammer down the slope, into the mine, finishing him off. Jetpack up with your second worm, grabbing the item crate along the way, and up to the big red floating thing. Knock Curtain off of this, into the pond, with a fire punch. Hit Sickle with an air strike from the left (this way: /), and on your next turn, if you have only on worm left (which you probably will), teleport over to Sputnik, and use a dragonball to send him swimming. Place a girder above your worm like this \, not at a 45 degree angle but at a steeper slope. Backflip onto that, and onto the ledge, then use the homing missile on Sickle to finish him off, if he's not already dead. Note: You may lucky and Sickle doesn't kill your second worm. If so, consider yourself blessed, it makes this mission much easier! Just drop down with a parachute, and dragonball Sputnik to his watery doom. Then, on your next turn, skip go, and with the second worm once more, follow the instructions with the girder, and launch the homing missile at Sickle. You may also get even luckier and knock Sickle into the mine with your air strike, finishing him off then. This mission can be very easy or somewhat difficult, depending on your luck.

(AABBS) - Mission Eighteen:

Move left, hopping over the mine, and launch a bazooka, that'll either hit Sputnik or hit Sickle into the lower level. If Sputnik sits on the mine and takes damage, finish him off with a shotgun. With your first worm, hit the foe closest with a bazooka, and on your next turn, finish him off, or attack the other opponent. I find this level doesn't have a definitive strategy; just attack the nearest enemy, retreat, and repeat until you are the victor. Good luck! (If anyone has a good strategy, email it to me)

(AABBT) - Mission Nineteen:

Move to the right, to the edge of the tunnel. Backflip halfway up, and, turning around, backflip once more. Moving quickly, drop a dynamite by Sputnik and retreat under the red thing. Move quickly with your second worm, backflipping twice up the slope, and grab the health pack. Use a jetpack to fly over to Sickle at the far end of the landscape, using a firepunch to send him swimming. On your next turn, move to where Sputnik hid, and finish him off with a shotgun bullet or two. With your second worm, fire punch Hammer into the drink like you disposed of Sickle, leaving them down to Curtain. Jetpack over with your first worm to Curtain, and lay some shotgun bullets on him, bringing him near-death. Teleport down to the blue-floating ledge with your second worm. Since Curtain killed your first worm, dispose of him with your second worm. Sweet, sweet salvation!

(AABBU) - Mission Twenty:

Time to face off with Secret Service! Move over the rocket, and grab the girder pack and homing missile crate. Place a girder like this: \ (except not quite so steep) before your turn ends. Move upwards using your girder, and grab the blowtorch, using it to make your way through the red-thing. Jump down quickly to grab the rope. Grab the dynamite on your next turn, and use the homing missile to blow up the sentry gun (if you don't blow it up, restart). Ninja rope over to the boss, and lay a dynamite down, retreating before the explosion. Victory! Congrats on beating the Cold War Missions!

This is all I have so far. I will finish it in the next update hopefully...

S..E..C..T..I..O..N.. 1..1.. (BBAAA) - LEGAL DISCLAIMER

Copyright 2007 Bradley Abbott.

This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

Feel free to e-mail me under any of these circumstances:-You have a question that ISN'T answered in the walkthrough-You have a tip for a mission/mode you'd like put in (full credit is given)-You'd like to congratulate me on such a wonderful walkthrough (unlikely to happen, but still)

DO NOT e-mail me under any of these circumstances:- You want to chat- You have a question that is answered in the guide- You want to find out personal info about me